Best Rogue Trader Adventure?

By Tron_18, in Rogue Trader

I'm looking for some adventures to run my group through, and thought I'd ask the forum for your thoughts on which adventures are the best. Also which adventures should I stay away from at all costs?

I believe this is the currently available choices:

Into the Maw (From the Core book)
Frozen Storm (From the GM Kit)
Lure of the Expanse
Frozen Reaches
Citadel of Skulls
Fallen Suns
Soul Reaver

(Please let me know if I've forgotten any)

Thanks very much for your input!

Into the Maw is a fantastic intro to the game, but you may find it handholds the players a little bit

The GM kit adventure's also really good, but the final ship encounter is really, really hard. Overall it's a 10/10 adventure.

Lure is good, some bits you will have to think on your feet pretty hard because it doesn't make assumptions about things your characters would reasonably want to do (Kill a deranged ship captain and steal his freaking BATTLESHIP FULL OF LOOT? Yes please!)

Frozen Reaches: Good introduction to the ground combat rules used in battlefleet koronus.

Citadel of Skulls: It's... really not good.

Fallen Suns and Soul Reaver I haven't gone through yet.

Lure of The Expanse is a great campaign but I prefer to read through the published material, cherry pick my favorite stuff and then build a custom adventure with bits and pieces thrown in from the books.

I am a big fan of Lure to the Expanse. Becasue it is not just an adventure, it ia a mini campaign. A lot of the encounters provide some options to turn it into an adventure of its own. You visit a lot of interesting places as well that just beg for additional visits. Highly recommended.

Well, so far the group I am GMing has run through "Forsaken Bounty" and its sequel, played a quick interlude involving the Lost Treasure Ship of the Rubycon System (check it out in the background to Port Wander in "Into the Storm") and are now wrapping up the Scenario from the GM Pack.

So far the settings have been great and the scenarios have been a good base for a game with a little extra work. The problem has been that whoever wrote them didn't think to playtest them with your average group of profiteering players. Totally ignoring any of the other planets, my players decided that since they discovered the whisper cult started at the refinery platform, that should be the first place they went while the book assumes your players will play through the system, clearing each planet as they go.

This is the same with Lure of the Expanse. My players would simply kill the lord captain after getting his information and either pinch the battleship or trade its location to the navy for a favour. That said I have to think Lure is the best of the adventures done so far, the Warpstorm trilogy was terrible.

I played thorugh the warptrilogie and we had enough fun doing that. I like the fact that every adventure manages to bring us anhother way of playing RT. The first one lets the pc's manage the defense of a full scale assalt. The second adventure is basically a dungeon bash in a most intriguing setting. The last one is a race against the clock and brings the pc's aboard an Eldar Craftworld. It is the biggest and most epic of all the existing adventures. Imagine what happens if they fail? The collapse of the maw. Any idea what that would do to the Koronos expanse, never mind the Jericho reach? Sure, it leaves less room for the players to gallivant about making profit and doing what they like and that can be soon as to restrictive for some playersgroups. Still, I liked the diversity and I don't mind a bit of railroading now and then.

Lure of the Expanse sures offers a lot of side profits. But.... If they dally to long, the GM can rule that the price goes poof and is gone, no more profit and a failed grand endeavor.

I also had an issue with Lure of the Expanse's adventures making bad assumptions about what the players might want to do in particular situations. Also, I sometimes had the impression that your captain couldn't afford to dally around on all these planets and locations he went to, but then once we got to the final destination I felt like it didn't matter if we got there "early" or "late," sort of like a video game where the important parts only happen when the player arrives. The final reward is also kind of a letdown, but still, it remains a good romp through the Koronous Expanse and should give players a good idea of the kinds of problems and horrors they'll face there.

I agree that the final reward of Lure of the Expense elected a :"that is all?" from my players. And yes, the game assumes that the players arrive in the nick of time for the final chapter. But if my players deliberatedly slowed things down in search for profit then yes, I would let them arrive to late at the prize. Just in time for the endgame but no more.

For my 2 thrones, Frozen Reaches has been the best RT adventure to date. It really captured the grand scope that RT can be. Good Rp potential as well with interesting (if 2-dimensional) NPC's.

I actually had my PC's worried that they were going to loose the siege in this one, they called in all their Dynasties assets to help defend this one world (mercs from Calixis, numerous small ships as well as their own BC). It was a glorious and hard-won fight.

Word of advice if you are running that one for an experienced and well equiped Dynasty, change the weeks on the seige duration to months. Helps add to the epic-ness.

The other two adventures in that series were rather pale in comparison IMHO.

Sister Callidia said:

I played thorugh the warptrilogie and we had enough fun doing that. I like the fact that every adventure manages to bring us anhother way of playing RT. The first one lets the pc's manage the defense of a full scale assalt. The second adventure is basically a dungeon bash in a most intriguing setting. The last one is a race against the clock and brings the pc's aboard an Eldar Craftworld. It is the biggest and most epic of all the existing adventures. Imagine what happens if they fail? The collapse of the maw. Any idea what that would do to the Koronos expanse, never mind the Jericho reach? Sure, it leaves less room for the players to gallivant about making profit and doing what they like and that can be soon as to restrictive for some playersgroups. Still, I liked the diversity and I don't mind a bit of railroading now and then.

Lure of the Expanse sures offers a lot of side profits. But.... If they dally to long, the GM can rule that the price goes poof and is gone, no more profit and a failed grand endeavor.

Prize already goes poof at the end of the adventure so well the Battleship is actually the true treaser in this adventure, you can look it for decades while you have half an hour on the pearl.

crisaron said:

Prize already goes poof at the end of the adventure so well the Battleship is actually the true treaser in this adventure, you can look it for decades while you have half an hour on the pearl.

True, storywise but not entirely gamewise, there is a lot of points to be earned at this part of the adventure. Points you need to make the endeavor succesfull. I admit, that the ending is a bit of an anticlimax though. I recall my players saying "that's it?" As for letting the players get their own ancient battleship, I am sure that no GM would allow that.There are plenty of means to make this impossible. For one thing, the ships machine spirit has made its mind up and good luck overriding that in time. It might even unleash some archeotech murder servitors to stop them and who knows what others horrors lurk in its fold where only a ships controlled stasis field keeps them in check.

Also Frozen Reaches for me. I made Citadel work for me but it required some thinking, and Fallen Suns quite dito (Rogue Traders did the sneaking while the Battlefleet skirmished with the Reavers).

Lure is pretty good but indeed makes assumptions about the players, most obviously visible with the Light of Terra . Still, it is a true campaign with so many venues.

Personally, I loved playing through the Edge of the Abyss endevour. Was a lot of fun and was the first time that one of the players had to burn a fate point ( or would have if the Astropath (me) hadn't dragged his ass out of the fire ). gave us a fair bit of combat, along with exploration and diplomacy of a sort, so I would say it is one of my favorites